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https://github.com/Relintai/pandemonium_engine.git
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85 lines
3.6 KiB
C++
85 lines
3.6 KiB
C++
#ifndef PROP_UTILS_H
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#define PROP_UTILS_H
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/*************************************************************************/
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/* prop_utils.h */
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/*************************************************************************/
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/* This file is part of: */
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/* PANDEMONIUM ENGINE */
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/* https://github.com/Relintai/pandemonium_engine */
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/*************************************************************************/
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/* Copyright (c) 2022-present Péter Magyar. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "core/containers/vector.h"
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#include "core/object/object.h"
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#include "core/object/reference.h"
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#include "scene/main/spatial.h"
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#include "scene/main/node.h"
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class PropData;
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class PropDataEntry;
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class Room;
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class PropUtils : public Object {
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GDCLASS(PropUtils, Object);
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public:
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static PropUtils *get_singleton();
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Ref<PropData> convert_tree(Node *root);
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void _convert_tree(Ref<PropData> prop_data, Node *node, const Transform &transform);
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bool generate_room_points_node(Node *node);
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void generate_room_points(Room *room);
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void get_mesh_arrays(Node *node, Vector<PoolVector<Vector3>> *arrs);
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bool is_plane_unique(const PoolVector<Plane> &planes, const Plane &p);
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static int add_processor(const Ref<PropDataEntry> &processor);
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static Ref<PropDataEntry> get_processor(const int index);
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static void swap_processors(const int index1, const int index2);
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static void remove_processor(const int index);
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static int get_processor_count();
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PropUtils();
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~PropUtils();
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protected:
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static void _bind_methods();
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private:
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int _add_processor_bind(const Ref<PropDataEntry> &processor);
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Ref<PropDataEntry> _get_processor_bind(const int index);
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void _swap_processors_bind(const int index1, const int index2);
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void _remove_processor_bind(const int index);
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int _get_processor_count_bind();
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static Vector<Ref<PropDataEntry>> _processors;
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static PropUtils *_instance;
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};
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#endif
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